eBook Games for Health, 1st Edition

  • Published By:
  • ISBN-10: 3658028971
  • ISBN-13: 9783658028978
  • DDC: 610.113
  • Grade Level Range: College Freshman - College Senior
  • 308 Pages | eBook
  • Original Copyright 2013 | Published/Released June 2014
  • This publication's content originally published in print form: 2013
  • Price:  Sign in for price



Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Table of Contents

Front Cover.
Half Title Page.
Title Page.
Copyright Page.
Table of Contents.
1: Research and Validation.
2: A Serious Game to Inform about HIV Prevention: HInVaders, a Case Study.
3: From Kinect™ to Anatomically-Correct Motion Modelling: Preliminary Results for Human Application..
4: Fear and Happiness in “Re-Mission”: Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception.
5: Game Design, Development and Business.
6: Bias Blaster – Aiding Cognitive Bias Modification-Interpretation through a Bubble Shooter Induced Gameflow.
7: Attributing Design Decisions in the Evaluation of Game-Based Health Interventions.
8: Servitization versus Commoditization: The Business Model Dilemma Confronting Serious Games for Health.
9: IGER: A Game Engine Specifically Tailored to Rehabilitation.
10: Designing Games for Children with Cerebral Palsy.
11: The Core Mechanic in Battlefood: A Design Journey.
12: Using Vitruvius as a Framework for Applied Game Design.
13: ‘What Remains?’: A Persuasive Story Telling Game.
14: Professional Education.
15: Serious Game Based On Clinical Cases: A Multidisciplinary Approach for Self-Assesssment in Dental Education.
16: A Serious Game to Improve Situation Awareness in Laparoscopic Surgery.
17: Games for Care, Cure and Medicine Adherence.
18: Patient Follow-Up Using Serious Games. A Feasibility Study on Low Back Pain Patients..
19: Designing Kinect Games to Train Motor Skills for Mixed Ability Players.
20: Gaming at the Dentist’s — Serious Game Design for Pain and Discomfort Distraction.
21: Cognitive and Mental Health.
22: A Taxonomy of Serious Games for Dementia.
23: BKI: Brain Kinect Interface, a New Hybrid BCI for Rehabilitation.
24: Development of a Theory-Based Applied Game for the Treatment of Post-Traumatic Stress Disorder: Proof of Feasibility.
25: Children’s Health.
26: DYSL-X: Design of a Tablet Game for Early Risk Detection of Dyslexia in Preschoolers.
27: Playfully Conquering Performance Anxiety.
28: Evidence-Based Psycholinguistic Principles to Remediate Reading Problems Applied in the Playful App Letterprins: A Perspective of Quality of Healthcare on Learning to Read..
29: An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment.